QUEST FOR THE OLD ONES
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INTRODUCTION
Card game based on the Elf Quest Universe.
Elf Quest is a copyrighted trademarked property.
This is merely a Fan site.
STARTING TRIBES
Tribes are composed of elves.
There are 2 types of elves:
Non-character Members: Strength +0 and represented by tokens.
Character Members: Represented by cards.
A Member card or token represents the Elf and its Bond Beast if it has one.
Each player starts with a tribe of 20 Non-character Members.
Decide what type of tribe you have: Wolf Riders, Sun Folk,
Blue Mountain Gliders, or Go-Backs.
THE DECK
Players share a common deck and discard pile.
Shuffle the deck before play begins.
If the deck ever runs out shuffle the discard and draw from it.
TURN SEQUENCE
Players take turns.
Each turn has 5 phases:
1. Fate Phase
2. Travel Phase
3. Encounter Phase
4. Recruit Phase
5. Replenish Phase
FATE PHASE
Draw 1 card from the deck and put it in your hand.
Max hand size is 7 cards.
If after drawing you have 8 or more cards discard one of them.
TRAVEL PHASE
You may play a Land card.
Play the card face up on top of your previously played Land card.
You cannot play a Desert card if your last card was a Tundra card.
You cannot play a Tundra card if your last card was a Desert card.
ENCOUNTER PHASE
If you just played a land this turn, the opponent to your right may play an Encounter card.
The Encounter Card must match the Land type the active player played this turn.
The opponent may attach a Weapon card to a combat encounter if the creatures can use it.
For Example: The opponent plays Sleep Dust with a Troll encounter.
RESOLVING COMBAT ENCOUNTERS
The active player may play Aid Cards from his hand.
Aid cards include Weapon Cards, Magic cards, and Ally cards.
You may only play an Ally card if you have elves of a type that can ally with it.
For Example: Wolves will only ally if you have Wolf riders in your tribe.
You may only play a Magic card if you have an Elf that can use it.
You may only play a Weapon card if you have an Elf or ally that can use it.
Played Aid cards add to your combat total every round of the combat.
Each round has 5 Segments:
1. Combat Roll Segment:
Roll 1D20. This is the combat roll.
2. Modifier Segment:
Add Character and Aid card bonuses to the Total.
Subtract the Encounter Card Strength (and any attached Weapons) from the Total.
3. Casualty Segment:
Roll 1D6. This is the Casualty roll.
On a roll of 1-3 you suffer one casualty.
If you have suffered a casualty discard one Ally card you played if there are any.
If there are no ally cards roll 1D6: On a roll of 1-3 a Character (card) Member is killed.
On a roll of 4-6 a non-Character (token) Member is killed.
4. Decision Segment:
If the Total is 11 or greater your Elves win the Combat: Combat phase is now over.
If the Total is 10 or less you lose the round. Roll 1D6:
On a roll of 1-4 the combat continues another round.
On a roll of 5-6 your band of elves escapes and combat ends.
Aid cards and Encounter cards are discarded at the end of the encounter.
HEALERS
If you have a Character that is a healer roll 1D6 at the end of an
encounter in which you lost a Tribe member.
On a roll of 1-3 one casualty (Characters first) is negated.
RECRUIT PHASE
If you traveled to a new Land this turn you may add Character cards to your tribe.
Play the card(s) face up to the table in front of you.
The Character cards must match the Land type.
For example you must be in the Desert to recruit Sun Folk Character Cards.
REPLENISH PHASE
Unless otherwise stated on the card, Event cards are played during this phase.
If you have a Food card you may discard it to take another turn.
You may have a maximum of two turns in a row.
VICTORY
You automatically lose if there are no elves left alive in your tribe.
To win you must awaken the Old one.
To do this you must travel a distance of 15 land cards.
The last land you place must be a Mountain or Tundra (The Frozen Mountains).
The last land you place is considered to be an entrance to the “Palace”.
Once there you automatically face a combat encounter of Guardian trolls of Strength +17.
To defeat them you must win 3 Combat rolls during Combat Phase.
During combat you may not retreat, you must either win or die trying.
CARD LIST NOTATIONS
WR = Wolf Riders (Forest)
SF = Sun Folk (Desert)
BMG = Blue Mountain Gliders (Mountain)
GOB = Go-Backs (Tundra)
PV = Preserver (Forest)
CHARACTER CARDS
Card Name: Tribe: Strength: Notes:
Cutter WR +5 Blood of Ten Chiefs
Skywise WR +3
Leetah SF +1 Healer
Clearbrook WR +2
Redlance WR +2
Strongbow WR +4
Treestump WR +4
Scouter WR +2
One-Eye WR +3
Pike WR +3
Nightfall WR +3
Moonshade WR +2
Dart WR +2
Aroree BMG +3
Tyldak BMG +3
Lord Voll BMG +4
Rayek SF +4
Kahvi GOB +3
Petalwing PV +3
Ekuar Elf +2
Halek SF +1
Vaya GOB +3
Kureel BMG +2
Vok GOB +2
Yif GOB +2
LAND CARDS
Card Name: Number in Deck:
Tundra 15
Forest 15
Mountain 15
Desert 15
WEAPON AID CARDS
Card Name: Strength: User:
Sleep Dust +4 Elves or Trolls
Sword +3 All
Club +2 Trolls or Humans
Fighting Claw +2 Wolf Riders
Crossbows +4 Trolls & Go-Backs
Arrow Whip +2 WR, SF
Metal Armor +9 Elves
Talon Whip +3 BMG
Spear +3 All
Shield +2 GOB
Bow +4 WR, GOB
Dagger +2 All
Battle Axe +3 Trolls & Go-Backs
MAGIC AID CARDS
Card Name: Strength Used by:
Lock-Send +3 Elves
Fire Magic +3 BMG, SF
Levitation +3 BMG
Plant Shaping +2 WR
Rock Shaping +5 BMG, SF
Anti-Healing +3 BMG, SF
Mind Stun +3 BMG, SF, WR
Magic Shielding +2 SF
Beast Bonding +3 GOB, BMG, WR
ALLY AID CARDS
Card Name: Strength Allies with: Notes:
Wolf pack +3 WR Bond Beasts
Giant Hawks +4 BMG Bond Beasts
Great Elks +2 GOB Bond Beasts
Star Jumper +4 WR Bond Beast: Wolf
Nightrunner +4 WR Bond Beast: Wolf
Tenspan +4 BMG Bond Beast: Giant Hawk
Picknose +3 Elves Troll
Troll Slaves +4 Elves Trolls
Olbar +3 Elves Human
Friendly Humans +3 Elves Humans
Preservers +5 Elves
ENCOUNTER CARDS
Card Name Strength Land Notes
Long Tooth +3 Tundra Saber Tooth Tiger
Mad Horn +4 Tundra Woolly Rhinocerous
Blood Worms +4 Forest Giant 6” Leeches
Bear +2 Forest
Crocodillian +1 Forest
Finback +5 Forest Dinosaur
Sting Tail +0 Desert Scorpion
Giant Spider +2 Forest
Giant Snake +3 Forest
Ice Trolls +7 Tundra Trolls
Cold Dwellers +2 Tundra Humans
Strangleweed +3 Forest
Swordfoot +4 Forest Small Dinosaur
Bone Woman +2 Forest Human Shamaness
Madcoil +13 Forest Magical Lion-Python
Greymung +3 Mountain Troll King
Guttlekraw +5 Mountain Troll King
Thief +2 Forest Outcast Human
Tunnel Dwellers +1 Mountain Trolls
Tunnel Makers +1 Mountain Trolls
Tribe of 5-Fingers +0 Forest Humans
Tribe of Round Ears +0 Forest Humans
Two-Edge +11 Mountain Elf-Troll
Winnowill +9 Mountain Evil BMG
Priest of Gotara +2 Forest Human
FOOD CARDS
Card Name: Land:
Deer Tundra
Bison Tundra
Sun Village Desert
Sorrows End Desert
Puckernuts Forest
Tree Grazers Forest
Tree Wee Forest
Shellback Forest
Bristle Boar Forest
Troll Brew Mountain
Beesweets Forest
EVENT CARDS
Card Name: Notes:
Gamestones Negate a Troll Encounter at beginning of Encounter Phase
Fever Dream Look at the next 7 cards in the deck.
Magic Feeling Look at the next 7 cards in the deck.
Savah If in the desert look at the next 7 cards in the deck.
Dreamberries If you are in the Forest Look at the next 7 cards in the deck.
Astral Projection Look at all opponent’s hands if your tribe has a SF member
Sending Look at all opponent’s hands
Bellyworms Sickness: Opponent must miss next turn
Trial of Heart Discard 1 Character of Opponent with Characters of different types
Forbidden Grove Opponent in Forest must miss next turn
Fly on Giant Hawks Take an extra turn if your tribe has BMG
Travel on No-Humps Take an extra turn
Lodestone Take an extra turn
Travel on Zwoots Take an extra turn if you are in the desert
Flesh Shaping Attach to BMG elf: Elf gets Strength +2 permanently
My Eyes see with Joy Put a Character card in the Discard pile into your hand
Stay Behind Opponent discards 1D6 Non-character Member tokens
Recognition Take control of Target Elf
Mind Snare Look at one opponents hand and take one card
Healing Magic Negate one Casualty at end of Encounter phase
Elf Children Gain 1D6 Non-character Member tokens
Elf Joining Gain 1D6 Non-character Member tokens in 1D6 turns
Burning Waste Opponent whose tribe is in the Desert loses 1D6 Members
Hold Council Draw 3 Cards
WOLFRIDER VARIANT SETUP
Each player begins with a tribe of Wolfriders.
Each tribe has 4D6 Non-character members.
Remove all the Wolfrider character cards from the deck.
Each player is dealt 3 Wolfrider Character cards.
The remaining cards are shuffled back into the deck.
LINKS
Wingthings Links
Elfquest Tours
ElfQuest.com